 |
|  |
 |
|
cjaouich
|
|
Montréal, Qc
Feb 2002 time: 00:19
|
|
My current game is Egyptians on a large continent + 2 medium islands. All this on the Regent level.
Here is the map,
Zulu (island)
Egypt (continent) Romans (continent)
Greeks (continent) Indians (continent)
Japan (continent) China (continent) Babylon (continent)
Persia (continent) Russia (island)
Yesterday I decided to take over two civilisations that isolated me from new cities established after a recent fight. I figure I'd take over the Romans and Greeks, so I started building a massive Cavalry. We I had enough units, I took over their 6 cities quite quickly. The war ended and I managed to never get a lot of Civil disorder (which I usually get after 20+ turns of war).
I kept building Cavalry and at the same time finished building the Universal Suffrage (help fight war time unhappiness).
So I figured I would attack the Greeks with all my cavalry.. thing is they we well prepared and after capturing a few cities, I started losing a couple and figured something had to be done.
It seems that the AI has extra abillities, such as to be able to convert almost all of it's population into conscript fighters.
Anyhow, I decided to try the war-time mobilisation. I also set Luxury to 20% to fight unhappiness. I began to be able to churn Cavalry after 2 or 3 turns out of most of my big cities and took over the Greeks in a few turns.
After destroying them completely, mobilisation went back to normalcy. This is great and might help me destroy China or Japan that seems to be stacking lots of units for a couple turns now.
How have you used mobilisation?
|
|
|  |
 |
|
Sean
|
|
Auckland, New Zealand.
Jan 2001 time: 05:19
|
|
I have used 'war time' before. And it does have benefits to be sure. However, I like my civ to balanced with its production, so am reluctant to use it. It is aslo frustrating to be trapped in this mode when your victory is assured, but you need to conquer a few more cities. I once made the mistake of changing in peace time (I think), so I had to find someone to fight fast.
Sean.
|
|
|  |
 |
|
nap2
|
|
So mobilization really just helps you crank out units faster is that it? What are the drawbacks. I'm currently engaged in a world war and I have modern armor/mech inf. and no one else does.
|
|
|  |
 |
|
Zachriel
|
 |
U.S.A.
Dec 2001 time: 00:19
|
|
War mobilizaton has its uses, though not being able to build temples in newly captured cities is a major problem. One thing not mentioned is that any peacetime improvement started before mobilization will continue to build during mobilization. So if you have started, say a Wonder, it will continue to build, but at furious rate.
CORRECTION:
The shield bonus for mobilization does not apply to cities producing non-military improvements.
Last edited by Zachriel on 01-06-2002 at 07:44
|
|
|  |
 |
|
heidlejohn
|
|
Another option here is not to mobilize but to draft (after Nationalsim I believe). If you have a lot of size 12 cities waiting for hospitals or mass transit, you can draft a military unit. Either for defense or to send to a corrupt city so that it can be disbanded for shields. Mobilization has both good and bad points, but if you draft your own citizens in peacetime it seems to have little effect on their happiness. I am doing this in a Republic govt with lots of luxuries, wonders, etc.
|
|
|  |
 |
|
Txurce
|
|
Santa Monica CA USA
Mar 1999 time: 05:19
|
|
I have next to no units defending my cities in the industrial age - only what spearmen are left from ancient times - but tend to research steam power ahead of nationalism, so I don't need to draft to defend myself. (Railroads can transport my offensive units to fend off any attack.) I did draft one rifleman in my last game because it was in an isolated city right next to a civ with whom I was at war.
Mobilization is terrific if you need its benefits, but its overall lack of flexibility makes it not worthwhile otherwise.
|
|
|  |
 |
|
The Eliminator
|
|
Eliminatorville
Nov 2001 time: 23:19
|
|
Mobilization is a fantastic hidden gem. If you use it right, and your empire is the right size, it will make you invincible.
|
|
|  |
 |
|
Zachriel
|
 |
U.S.A.
Dec 2001 time: 00:19
|
|
quote: Originally posted by Txurce
I have next to no units defending my cities in the industrial age - only what spearmen are left from ancient times - |
Ironic how one major gripe some people have made about Civ3 is that the AI doesn't always upgrade its units. In my experience, the AI actually upgrades as much as most human players. Some players complain because the AI defends with spearmen in the modern age (forgetting that the AI is obviously too poor to upgrade and is probably losing badly to the human's armor blitz). Others complain because no one can get a tech advantage due to AI tech trading (forgetting the first situation, where a superior unit is attacking a very inferior one). And still others complain because they actually are so powerful that they see AI's defending with spearmen and lose a tank (once in a couple of hundred combats).
Me? I always upgrade my units because of my perfectionist nature. So even though most defenders are not essential in interior cities, I'll still have a veteran infantry defending even the lowliest town. With rail, they can be used as a ready reserve, so the cost is not really that high.
Last edited by Zachriel on 25-05-2002 at 04:13
|
|
|  |
 |
|
phunny_pharmer
|
|
What exactly is the culture penalty for mobilizing? You lose 50% of the city's culture production each turn, right?
I haven't used it, so I don't know.
|
|
|  |
 |
|
Txurce
|
|
Santa Monica CA USA
Mar 1999 time: 05:19
|
|
Zachriel, the perfectionist in me used to be embarrassed about all my outdated units. Then I explained to him that it was not as embarrassing as having half my cities undefended. That shut him up.
|
|
|  |
 |
|
Theseus

|
 |
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:19
|
|
I have fallen in loooooooove with mobilization... my knees are wobbly, and my heart goes pitter-patter.
My application of it is for serious, hard-core war, or wars to be more precise.
I am at war with 7 of the 11 other civs... most of my cities are at or near 12 pop, and I am still fighting off Tanks and Bombers with Infantry, Cav, and Arty.
Mobilization rocks!! First, I set most cities to build NON-military units, at warpspeed. As buildings are completed, I switch to either military buildings or units... when most cities have converted to military construction, I make peace with someone (usually a distant, side-show civ), even if it costs me 100 or 200 gold.
Additionally, I am selectively using drafting as part of the rapid build process, especially for captured cities... a drafted Infantry provides 22 shields, so they're great for kick-starting Temples and Barracks. I only draft at cities that are 12 pop, but not able to go into WLTKD.
So, even my non-optimal cities are building out quite nicely, and my military is in great shape for fighting off the hordes.
|
|
|  |
 |
|
Txurce
|
|
Santa Monica CA USA
Mar 1999 time: 05:19
|
|
Drafting in large conquered cities also reduces the discontented population. I don't bother to as a rule, evn in this case, but I should.
What I should definitely do is switch to mobilization in the late stages of a domination game, the better to crank out cavalry. I guess I haven't because if it's constant war, I may be in monarchy. However, research becomes moot at the end, and a mobilized republic with low science and high luxuries is probably one mean productive fighting machine!
I don't decide to go for a domination win until I see that I'm on a continent large enough to make it feasible within range of my own record (not to mention doing well enough to consider it). But the next time that I find myself in that situation, I will go with the "duh" mobilization strategy and see if I can shave a few turns off my record. I think the advantage here will be having the means to pre-emptively build a second, seaborne force to hit the magic square mileage, if the main continent falls a little short.
(I never bother to research communism, because domination games tend to end soon after its potential discovery. Again, with a religious civ, it may be worth it, even at the end.)
|
|
|  |
 |
|
Jethro83
|
|
Newcastle, Australia
Mar 2002 time: 15:19
|
|
Back when I was a peacemonger, I tried mobilization once. Problem was, it was in peacetime and I had a whole continent to myself. Though I was definitely short on firepower, so it actually invoked a massed production of military units that I never would've carried out originally. To get out of the mobilization (since my forces were now sufficient), I had to go to another continent and wipe out most of England (I was France).
Ironically, since turning warmonger, I haven't needed mobilization at all, since I'll still have a huge standing militia left over from my early horseman rush (up to Cavalry of course. When I get to tanks, its a different matter).
Next time I play a game and get that far, I might as well try mobilization when I get to the point where I need to replace my cavalry with tanks.
|
|
|  |
 |
|
MiloMilo
|
|
I just tried mobilization, in part due to reading this thread. I am coming up on Replaceable Parts (3 or so techs away), so I decided to annex some of Rome's jungles. The Babylonians pre-emptively attacked me first though,and it turns out Rome has gotten Nationalism and Military Tradition a bit sooner than I thought they would. So I'm up against forces equal to mine, on both (actually three) fronts. What to do?
Mobilize.
Boom. Cavalry up the wazoo. I even had to set some cites in the heartland to wealth because it was starting to become too much to handle.
So everything is going well, I've taken 2 of 4 cities in the jungle, which is on a peninsula far from my heartland. The problem is that I can't build temples or libraries or anything over there! The conquering of the other 2 is going slowly because it's too far away to properly reinforce my troops. These guys have got 2 rifles and 2 muskets defending each city, and all I've got attacking is 4 cavs and 2 rifles. They get the job done, but it's slow. I'm paranoid about my cities flipping back, and there's nothing to do about it until I make peace. I figure on doing this with the Babs, so I can still smack Rome around some, but I can't yet, because I'm moving to take a Babylonian port city and give it to the Iroquois (I'm very generous with my vassal, um, I mean "neighbor" civs).
Lesson learned: Mobilization is powerful, but you've really got to mow through the enemy with overpowering numbers and just keep pushing back their borders, fast. If you take your time it could hurt you.
|
|
|  |
 |
|
Catt
|
 |
California - SF Bay Area
May 2002 time: 21:19
|
|
quote: Originally posted by Zachriel
One thing not mentioned is that any peacetime improvement started before mobilization will continue to build during mobilization. So if you have started, say a Wonder, it will continue to build, but at furious rate. |
quote: Originally posted by Theseus
Mobilization rocks!! First, I set most cities to build NON-military units, at warpspeed. As buildings are completed, I switch to either military buildings or units... when most cities have converted to military construction, I make peace with someone (usually a distant, side-show civ), even if it costs me 100 or 200 gold. |
Are you guys really getting the benefits of extra production on non-military units? Unless I'm mistaken, only cities building military units (and maybe military buildings) get the shield bonus of mobilization. 
I's been a while since I mobilized, but if I get extra production on cities working on hospitals / universities / wonders / etc., then this is a huge bonus.
Catt 
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:19. Apolyton Time is 00:19. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|